Thank you so much for the webgl effects options, this is very much appreciated. dfDy and dfDx can be so useful and performant for certain shaders! With these features, a useful new addition for effect uniforms would be arrays. For example for sending in a lot of light positions or a matrix.
Ah, too bad, but I don't have the C2 project anymore.
Give credit to this author: casual-effects.blogspot.com/2013/08/starfield-shader.html
Hi, this is all pretty old, so probably does not follow the latest updates to C3. I don't have plans on doing an update, since this was just an experiment for me. I am open to discuss a commission to update the plugin though if you that is interesting to you. Do note that this is very CPU/GPU intensive, it does not seem to work well on mobile, etc. Even on desktop you need a reasonable configuration for it to work well. If you need to contact me, you can connect with me on twitter: —
Thank you for new uniforms for effects! Would it be possible to add a couple more varying, like world_position (which would help a lot with a 3D fragment lighting shader see: construct3-21h2.ideas.aha.io/ideas/C321H2-I-197 )
Thanks for all the scripting updates and git updates. These are very useful for us (our project uses Typescript to access the C3 scripting interfaces). We have a 4 person team collaborating on the C3 client for our MMO and we use git for our version control. Minimizing unnecessary project files changes due to project saving is very much appreciated! As you do this, if you see any other areas where collaborators might clash due to adding objects, images, etc. I hope that they are addressed (currently we don't have open issues here, since the internal random object/image/instance IDs have been updated a while back.)
Nice work, I really like the fire and forget style of bullet, which greatly reduces the network traffic of many bullets moving around at once (just sending start x,y,vector of bullet vs send x,y of bullet every server tick) - Have you ever seen it go 'out of sync' between server expectation and client expectation (e.g. with subtle timing differences between CPU time on server vs client). I imagine there could be drift, but the time frame is short (bullet life) and both sides use pix/dt instead of pix/frame.
It's not exposed in this addon.
I also don't see it in the underlying greenworks library (which you could access through scripting.) You can see more here: github.com/greenheartgames/greenworks/blob/master/docs/friends.md
Sorry, no I do not have a tutorial for this.
I think you would want to use:
JSON object in C3 to store data and load data, see the C3 documentation on JSON object for more details.
Save text to file {0} {1}
Save text to file.
Use the JSON expression ToCompactString as the text to save to the Steam file.
Read text from file {0}
Read text from file.
On save text to file success -> let the user know that save was successful
On save text to file error -> use the expression: SaveTextToFileLastErr to indicate error
On read text from file success -> use the expression: ReadTextFromFileLastData to get the data. I suggest using a JSON object load and store data to/from. For example use JSON Parse action to load the JSON object from the ReadTextFromFileLastData and use the JSON expression ToCompactString as the text to save to the Steam file.
On read text from file error -> use expression: ReadTextFromFileLastErr to show the error to the user.
I think FoozleCC did this, check Construct Community Discord.
I don't, but you might be able to find it on the C2 forums.
Great post, exploring the design/solution space and the real personal work/toll it can take! I appreciate all you have done here and for the community.
I see, so does this mean if you have a single effect (object without opacity, color change), the transparency/depth feature will no longer be applied?
Great beta release, lots of great improvements. With the new transparency/depth default frag shader, does this mean single effects will now need an intermediate render (compared to the prior processing where it a single effect would replace the default shader if opacity and color are set to default)? Or is it similar to before?
None that I am aware of check the JS console on the preview window and look for errors.
Member since 22 Apr, 2016